mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
857fb9c724
# Objective - Fixes #9967 ## Solution - Remove `monkey.gltf` - Added `torus.gltf`, which is two torus meshes joined together, to replace `monkey.gltf` in the examples ## Examples I made `torus.gltf` mainly so that the multiple_windows example clearly shows the different camera angles ### asset_loading ![image](https://github.com/bevyengine/bevy/assets/425184/0ee51013-973d-4b23-9aa6-d254fecde7f1) ### hot_asset_reloading ![image](https://github.com/bevyengine/bevy/assets/425184/b2a2b1d8-167e-478b-b954-756ca0bbe469) ### multiple_windows: ![image](https://github.com/bevyengine/bevy/assets/425184/cb23de2c-9ff8-4843-a5c0-981e4d29ae49) ![image](https://github.com/bevyengine/bevy/assets/425184/b00bc2c7-66e8-4881-8fab-08269e223961)
36 lines
1.2 KiB
Rust
36 lines
1.2 KiB
Rust
//! Hot reloading allows you to modify assets files to be immediately reloaded while your game is
|
|
//! running. This lets you immediately see the results of your changes without restarting the game.
|
|
//! This example illustrates hot reloading mesh changes.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Load our mesh:
|
|
let scene_handle = asset_server.load("models/torus/torus.gltf#Scene0");
|
|
|
|
// Any changes to the mesh will be reloaded automatically! Try making a change to torus.gltf.
|
|
// You should see the changes immediately show up in your app.
|
|
|
|
// mesh
|
|
commands.spawn(SceneBundle {
|
|
scene: scene_handle,
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(4.0, 5.0, 4.0),
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|